![]() This is something we want to work on as well. It's becoming intimidating for newcomers to come into the game because the game is throwing so many things at you when you launch it for the first time, like the pop-ups everywhere for all the updates and DLCs that have been added. We really wanted to put it in as many players' hands as possible, and it became intimidating when you look at the number of updates. It's not how we designed it in the first place, but we're not going to think less of you because you use the easy mode or some stuff like that. It's not a bad thing, we want you to enjoy the game as well. It's not like we really wanted to say to the audience, “Okay, we designed the game this way and the creative direction and vision for the game is this and this is the only way to play it.” If you want to play with helpers or modifiers, that's fine. It’s nice that there are ways to adjust the experience to be more accessible. I appreciated that update because I’m quite bad at Dead Cells. That was really focused on giving the ability to most of the players to actually play the game and enjoy it the way they want or can. One big addition was more recently with the Accessibility Update that we released during the year. Later down the road, we killed the grind and made some additions to the storyline and the lore for the launch, which added some depth to the game that it didn't have before. This was when the most significant changes were made. Laulan: I think the most significant changes were made during Early Access, where we've been really working on the core mechanics of the game. What do you feel have been some of the most significant changes over the years? Q: You mentioned the game is going on its 35th update. So the game keeps selling and that allows us, on our side, to afford a team that is fully focused on this. So it's kind of a virtuous circle where we are doing this for the community and the community is here to keep playing the game and they keep telling other people to buy the game. They're here for us, they want more, they're pushing us towards doing and creating more, whether it's content or it's purely creativity in new ways of playing the game, they allow us to keep doing it in some way. I think if we can sum up the success of the game, it's thanks to our community. We like to say that “we never left Early Access.” We keep on giving because the audience is here, the community is here. I think now we're working on our 35th update of the game. But I want to say that it's also about our commitment to the game, and how much content we put into the game. ![]() To answer your question, I think it's a lot of luck. But achieving it is something really different. It's kind of weird because we knew that we were going toward that number – because we know the sales numbers, obviously – and it's not like we sold two million in the past few weeks. In your mind, what is it about the game that’s managed to captivate so many people? Q: Dead Cells has sold an incredible 10 million copies since its inception. RELATED: Dead Cells: Return to Castlevania Console Listing Appears Online The interview has been edited for brevity and clarity. He spoke about why he felt the game resonated with so many players, how the game has changed over the years, and what the future holds for Dead Cells and its developers. Dead Cells' tight controls, addicting die-and-try-again gameplay loop, and intriguing crossovers with other indie games like Hollow Knight and Hyper Light Drifter have all contributed to its most recent milestone: a whopping 10 million copies sold.Ĭelebrating this massive victory, Evil Empire COO Benjamin Laulan held an interview with Game Rant to discuss the game's path to success. Even in its unfinished Early Access state, the game managed to sell an impressive 700,000 copies. Dead Cells has become a household name among fans of the ever-growing roguelike genre and has enjoyed almost universal acclaim from critics and fans alike.
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